Pinhead breaking chain mechanic
This mechanic should be more like The slinger breaking chain, they shouldn't break instantly with a collision, but instead, a collision should only speed up the break.
This mechanic should be more like The slinger breaking chain, they shouldn't break instantly with a collision, but instead, a collision should only speed up the break.
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even if it only took 1/10th of a second to break, that would still make a difference when you catch someone right by a pallet or window
yeah, i don't think it's good design that you have to aim a fairly difficult power which may not even give you something in return. there should always be a minimum value greater than 0s if a player is putting in work. the environment should just speed up breaking by 50%, giving each chain a minimum slow time of 0.5s no matter what.
engine fang was super annoying but you really do realize how bad those chains are now that pinheads arent running engie fang as much.
As they are, there's virtually zero payoff to using Pinhead's chains. They're a huge pain to control and if you miss, it takes a good second before you can do anything again (especially if you miss and they have nothing to run into to make the chains stop moving). if you do manage to hit the survivor, it can take them only a second to break them (up to what...maybe three seconds if there is absolutely nothing around them for the chains to break on?).
Using the chains and hitting the survivor takes (at least) a second to do and if you manage to hit the survivor, you save up to three seconds give or take to catch up (with one of those seconds burned to throw the chains and start moving again so a net gain of two seconds if you're lucky) with a huge penalty to the chase time if you manage to miss.
There's a huge risk to using his chain power and minimal to zero reward for hitting with them. When I play as Pinhead, I don't even bother using those chains during the chase unless the survivor is the last one (so time isn't an issue anymore and I can just try to get some extra Devious Points in the chase).
Or even just remove the delay before he can do something with the environment after firing chains.
And they should also remove the feature with Pinhead colision breaking the survivors chains.
Pinhead is nothing without Engineer's Fang.
i would agree. from a design perspective, i absolutely despised how transformative engine fang was. NO addon should ever give a killer an ENTIRELY new, extremely strong strength for 0 drawback, whether or not it's OP. that is just trash design to the core and I don't know how that flies in 2021 DBD. something like that is either basekit or doesn't exist at all. however, i also hate how laughably weak his base power is. there's a middle ground to be had, yet it hasn't been found and i don't believe they intend on finding it either.
His power is so high risk and so little reward, I'm still not convinced it actually does anything.
Honestly the only thing that ever bugged me was the fact that Pinhead could break his own chains by walking through them. More often than not you're having to walk through your chains, and the fact that you can literally sandbag your own power is utterly ridiculous. I don't know why that hasn't been changed yet.